#author("2022-12-28T08:14:21+00:00","default:admin","admin")
#author("2023-01-19T08:25:04+00:00","default:admin","admin")
*Map Settings Palette [#d4ded348]
Specify basic settings such as map size and background music to be used, as well as rendering settings and enemy distribution settings.
#contents
#br

**Basic [#pfac834d]
Specify basic information about the map you are editing.
//COLOR(#FF0000):画像入る
#ref(EN基本.png)

-''Map Name''
Specify settings for the name of each map.

--''Name''
Specify the name of the map being edited.

--''Visible''
When the switch is turned on, it will automatically display the " Map Name" during gameplay.
[[Layout Tool]]The map is displayed according to the layout specified in the "Display Map Name" screen.

-''Texture Settings''
Specify settings related to textures to be used on the terrains.
A value smaller than the texture of the terrain stamp results in a rough resolution rendering.

--''Resolution''
Specify the basic size of the texture to be used on the terrain.
A value smaller than the texture of the terrain stamp results in a rough resolution rendering.

--''Use Texture Filter''
When turned on, the terrain texture is filtered to make the pixels less noticeable.

--''Animation Interval''
Specify the animation speed of animated terrain used for fluids, etc.

--''Cluster Size''
This function divides the terrain into several blocks (clusters) to avoid rendering unseen terrain and improve rendering performance.  The appropriate size depends on the field of view of the camera in the game.
In addition, the differences by value are as follows:

---High in Value
Large block size. Local light effect allocation may be limited.

---Low in Value
Small blocks. Local lights may be fully effective, but rendering load may be high.


-''Map Size''
Specify the size of the map.

--''X''
Specify the size in the X-axis direction.

--''Z''
Specify the size in the Z-axis direction.

--''Terrain at Extension''
Specify the terrain to fill the extended area.

--''Apply Texture Settings and Map Resize''
Click to apply the information you have changed in the texture specs and map size to the current map.

--''Anchor''
Specify in which direction it will be extended. The white portion of the icon will be extended.
//COLOR(#FF0000):画像入る(9つのアイコン)
#ref(ENマップのサイズ.png)

-''Sound''
Specify the background music and environmental sound for this map.

--''BGM''
Specify the background music to be played on map.
In the "Resources" menu [[Sounds (Resources)]], you can select from those whose property "Type" is specified as "BGM".


--''Environmental Sound''
Specify the Environmental Sound to be played on map.
In the "Resources" menu [[Sounds (Resources)]], you can select from those whose property "Type" is specified as "Environmental Sounds".

-''Rendering Related''
Specify settings related to rendering on this map.

--''Environmental Effects''
Specify the particle effects to be displayed on this map.
Environmental effects are always rendered closest to the foreground.
In the Resources menu, select [[Particles]], and select from those for which the property "Environmental Effects" is specified to be ON.


--''Pre-load''
When the switch is turned on, this map will be preloaded in the background when events on other maps include a transfer of location to this map.

-''Camera''
Specify settings for the camera on this map.
Specify the default camera for this map.
Select the camera work created in [[Camera Tool]].

--''Camera to be Used''
Select the camera work created in "Camera Tool".

--''Disable''
Prohibit the player from manipulating the camera.

-''Event to be Called Before Displaying Map''
Specify the common event to be used before this map is displayed.
You may select from among the common events specified in the [[Common Event Palette]].

--''Event 1''
Select the first common event.

--''Event 2''
Select the second common event.



**Map [#ec663269]
Specify the map screen to be displayed in the "Map" menu during the game.
The "Map" section displays an image of the "map" the player is currently on, viewed from above.
This tab allows you to specify the display range of that "map".
("map" is displayed when the special format \mappreview is specified in the Layout Tool with the panel for rendering strings).

In some cases, there are areas of the map that you do not want the player to see in order to create a visual effect that expresses the depth of the map, or for the purpose of producing effects or events.
By specifying values on this tab, you can limit the area of the "map" that is displayed during the game.


//COLOR(#FF0000):画像を入れる
#ref(Map.png)
//-''Current Location Map Display Settings''
//※搭載されてなさそう。自分で用意したマップ画像を使用する場合、このマップに入った時の始点を設定します。プレビュー画面の赤い枠を動かすことでも設定できます。

--''Display Range''
A dialog box opens to specify a display range, which can be specified by dragging a range.

--''Preview''
A preview of the specified display range will be shown.

**Rendering [#ue72dc70]
Various post-effects can be specified to enhance the look of the map.

-''Preset''
A list of rendering settings will be displayed.

//COLOR(#FF0000):画像入る(追加ボタンでカスタムを何個か増やし、プリセットフォルダ開いた状態)
#ref(Map Settings.png)
--''Functions''
---''Add Button''
Add a new rendering setting.
The added rendering setting can be renamed by clicking twice on its name.

---''Folder Button''
Create a new folder.
Folders can also be created under folders.

---''Copy Button''
Copy the selected rendering settings.

---''Paste Button''
Paste the copied rendering settings.

---''Delete Button''
Delete the selected rendering settings and folders.

--''Presets Folder''
The folder contains a variety of pre-prepared rendering settings. The preset data are given names such as "evening," "sepia tone," "dungeon," and so on.
You can also create a new rendering setting based on the preset data.


-''Basic Settings and Post-Effects''
Specify basic background and post-effect settings.

--''Background''
Specify settings for background color, skybox model, environment map, etc.

---''Type''
Choose whether to specify a skybox model or render in a single color.

---''Background Color''
Specify a background color. Click to display the color picker.

---''Skybox Model''
Select the skybox model to be used from the asset picker.

---''Skybox Scale''
Specify the scale of the skybox.

---''Environment Map''
If there are reflective effects in models used in the map, specify the environment map that will be used for the reflective color calculation delegate.

---''Intensity''
The degree to which the environment map is applied. The higher the value, the more reflection component is added to the rendering.

---''Background Material''
Specify a material to fill in the unrendered areas after rendering opaque.

--''Light''
Specify the light settings to be applied to the entire map.

---''Color''
Specify the color of the parallel light source. Click to display the color picker.

---''Intensity''
Intensity of the parallel light source. It is multiplied by the color.

---''Shadow Angle X''
Specify the orientation of the parallel light source (X).

---''Shadow Angle Z''
Specify the orientation of the parallel light source (Z).

---''Shadow Z Range''
Specify how far away from the camera position the shadow of the parallel light source should be displayed.
Shadows farther away than this value will not be displayed. The larger the value, the blurrier the shadow.

---''Shadow Bias''
This value is used to determine if the pixel will be shadowed.
If the value is large, the area that should have a shadow will not have a shadow. If the value is small, a moiré pattern will appear.

---''Shadow Caster Margin''
Specify to what extent the models are enabled to cast shadows that are out of view of the camera.
A large value will affect the correctness of the shadow determination. If it's small, the shadow of the off-screen models will not be displayed.

---''Shadow Cascade Count''
The quality of the shadows can be increased by writing shadows in different shadow maps depending on the distance from the camera.
Specify the number of shadow maps to be used between 1 and 4.

---''Shadow Cascade Border''
For each cascading shadow, enter the descriptive distance to be assigned.

---''Lights on Buildings''
Select this option to turn on the lights of the windows and streetlights of buildings where light animations are specified.

---''Billboard Brightness''
Adjust the degree of influence of the lights on 2D stamps (billboards) placed on the map.


--''Ambient''
Specify the ambient color settings.

---''Color''
Specify the color of the light. Click to display the color picker.

---''Intensity''
Specify the intensity of the color that will be multiplied by the color of the light.

---''IBL Intensity''
Specify the amount of ambient light to be applied when calculating the ambient light by considering the environment map as an IBL (Image Based Lighting) image.


--''Fog''
Specify the fog (fog effect) setting.

---''Use''
Turn on/off the fog used on the map.

---''Color''
Specify the fog color. Click to display the color picker.

---''Intensity''
Specify the brightness of the fog. The "color" of the fog is multiplied by this value.

---''Density''
Specify the fog density. The higher the value, the thicker the fog.

---''Density''
Specify the degree to which the fog is applied; setting it to 0 is equivalent to turning it off.
More than 1 can also be specified.

---''Damping Degree by Y Coordinate''
Using height 0 as a reference, the higher the height, the thinner the fog.
If this value is 0, the density is determined by the distance from the camera, regardless of height; a value greater than 0 will narrow the density in the height direction.

---''Start Distance''
Specify the distance from the camera at which the fog will begin to be applied.


--''Auto Exposure Settings''
Specify the settings for the auto exposure function.

---''Use''
Turn the auto exposure function on or off.

---''Standard Brightness''
The brightness of the entire screen approaches this value.

---''Minimum Scale''
If the screen is brighter than the standard brightness, the entire screen is darkened, but the lower limit is specified.

---''Maximum Scale''
If the screen is darker than the standard brightness, the entire screen is brightened, but the upper limit is specified.



--''SSAO''
This is the Screen-Space Ambient Occlusion setting.
It expresses pseudo shadows by guessing the pixels that are considered to be in the back areas of the screen and darkening them.

---''Use''
Turn the SSAO function on and off.

---''Color''
Specify the color of the shadow to be written. Click to display the color picker.

---''Radius''
Specify the size of the area where surrounding pixels are inspected to determine if the area is likely to be in shadow.
Specify as a percentage of the resolution to be rendered.

---''Number of Samples''
Specify the number of times to inspect whether surrounding pixels cast shadows on the pixel being judged.
The higher the number, the higher the processing load.

---''Minimum Difference''
Specify the lower limit of the distance between surrounding pixels and each other that determines whether the pixel being judged is in a shadow casting relationship with the surrounding pixels.

---''Maximum Difference''
Specify the upper limit of the distance between surrounding pixels and each other that determines whether the pixel being judged is in a shadow casting relationship with the surrounding pixels.

---''Darkness''
Specify the degree to which the SSAO function is applied.

---''Contrast''
Specify the final shadow writing spread.


--''BLOOM''
Apply a filter to the bright pixels to produce the effect of light scattering.

---''Use''
Turn the BLOOM function on and off.

---''Intensity''
Specify a value for how much of the filtered bright pixels will be superimposed on the original image.

---''Threshold''
Specify the threshold that determines how bright pixels should be filtered.


--''DOF''
Specify the depth of field.
Focus only on the area you want to draw attention to, giving the effect of blurring out the surrounding area.

---''Use''
Turn the DOF function on and off.

---''Focal Point''
Specify the distance from the camera to the focus position.

---''Focal Range''
Specify the range of focus around "Focal Point" as a percentage of the resolution.
A standard value is about 0.5 to 1. Larger values will result in block artifacts.

---''Blurring Radius''
Specify the degree of blurring of out-of-focus pixels.


--''VIGNETTE''
Specify the setting for the vignette effect, in which the area around the screen is darkened.

---''Use''
Turns the VIGNETTE function on and off.

---''Intensity''
Specify how much to darken the surroundings and narrow the field of view.


--''LUT''
Replace the colors in the final resulting image with the color placement of the specified 3D texture.

---''Definition File''
Specify a 3D texture file from the asset picker.


--''Chromatic Aberration''
Represent the chromatic aberration of a lens caused by the difference in refractive index at different wavelengths.
It is a color-shifted representation of each RGB and differs from real-world chromatic aberration.

---''Use''
Turn the chromatic aberration function on and off.

---''Size''
Specify the degree of displacement at both ends of the screen. It is calculated as a percentage of the screen size. If the value is 0.1, there will be a 0.1% deviation.

--''SSS''
--''SSSSS''
Specify the Subsurface Scattering settings. A shader that computationally represents the internal reflection of light on translucent materials.

---''Use''
Turn the SSS function on and off.

---''Radius''
Specify the sampling radius in the view coordinate system.

---''Applicability''
Specify how much of the SSS results will be multiplied in the post-process.

---''Number of Samples''
Specify the number of diffuse random samplings for the SSS.


**Enemy Distribution [#ye15ba1e]
Specify the areas, enemy groups, and appearance rates for encounter battles within the map you are editing.
//COLOR(#FF0000):画像入る
#ref(Enemy Distribution.png)

-''Enemy Distribution List''
Create areas on the map where enemies will be encountered.

--''Add Button''
Add the area of appearance.

--''Copy Button''
Copy the selected area.

--''Paste Button''
Paste the copied area.

--''Delete Button''
Delete the selected area.

--''Battle Test''
You can perform a battle test applying the specifications here.
//COLOR(#FF0000):画像入る(バトルテストのパーティとか選ぶダイアログ)
#ref(Battle Test.png)

---''Casts''
Select the party casts to be included in the test.

---''LV''
Specify the level of casts.

---''Equipment''
Specify the equipment of casts.

---''Test Play(Battle)''
Start a battle test.
#ref(./Battele Test.png,50%)


--''Area Name''
The name of the area where the enemies appear.

--''Encounter''
Specify the probability that enemies will appear while the main casts are on the move while the conditions are met.

--''Number''
Specify the maximum number of enemies that can appear in one battle within this area.

--''Min''
Specify the minimum number of steps that enemies will appear in this area when the player moves a certain number of steps.
The number of steps is the same as the grid number on the map editor.

--''Max''
Specify the maximum number of steps that enemies will appear in this area when the player moves a certain number of steps.
The number of steps is the same as the grid number on the map editor.

--''Range''
Coordinates representing the range of the area.
Click to display the "Area Selection Dialog".
//COLOR(#FF0000):画像入る(エリア選択ダイアログ)
#ref(Select the Area.png)

---''Select Area''
A view of the entire map from directly above is displayed. The overall view can be scrolled by dragging the right mouse button and enlarged or reduced by rotating the mouse wheel.
Left-drag to specify the area you wish to designate as an area.
Terrain that is impenetrable to the player is not selected.

---''X Coordinate''
X coordinate of the area range. The coordinates specified in the preview screen will be displayed. You can also enter a numerical value directly.

---''Z Coordinate''
Z coordinate of the area range. The coordinates specified in the preview screen will be displayed. You can also enter a numerical value directly.

---''Width''
The width of the area range. A numerical value of the width specified in the preview screen will be displayed. You can also enter a numerical value directly.

---''Depth''
The depth of the area range. A numerical value of the depth specified in the preview screen will be displayed. You can also enter a numerical value directly.

-''Selected Enemy Distribution Properties''
Specify the detailed settings for the selected area.

--''Encounter Rate''
Specify the probability that enemies will appear.

--''Max Appearing Number''
Specify the maximum number of enemies that can appear at the same time in one battle.

--''Min Number of Steps''
Specify the minimum number of steps to walk before enemies appear.

--''Max Number of Steps''
Specify the maximum number of steps to walk before enemies appear.

--''Area Start Point X''
Specify the starting point of the X coordinate for this area.
The settings specified in the "Area Selection Dialog" will be applied.

--''Area Start Point Z''
Specify the starting point of the Z coordinate for this area.
The settings specified in the "Area Selection Dialog" will be applied.

--''Area End Point X''
Specify the end point of the X coordinate for this area.
The settings specified in the "Area Selection Dialog" will be applied.

--''Area End Point Z''
Specify the end point of the Z coordinate for this area.
The settings specified in the "Area Selection Dialog" will be applied.

--''BGM''
Use System Settings" uses the background music specified in "System Resources" -> "System BGM Settings" in the Resources menu.
To use other background music, select it from the asset picker.

--''Environmental Sound''
To play environmental sound, select it from the asset picker.

--''Battle Background''
Specify the battle background to be used in this area.
The default setting is to use the current map as is.

--''Use Custom Battle Layout''
Turning this setting off will use the game's default battle layout (ally/enemy placement) as specified in "Use Default Battle Layout" and "Battle Layout Settings" under Game Definition > [[Rules and Operations]].
If turned on, specify the battle layout for the battles that occur in this area in the "Battle Layout Settings" section.

--''Battle Layout Settings''
Specify the placement of enemies and the party members in battles.
//COLOR(#FF0000):画像入る(配置エディタ:カメラで「真上」を選択した状態)
#ref(Placement Editor.png)

---''Map List''
From the list, select the map that will be the background during battles in this area.

---''Placement Preview''
You can place the casts and see a preview of the battle scene.

---''Number of Enemies''
You can preview and place enemies and allies for each of the number of appearances according to the "Max Appearing Number" specified in this area.

---''Camera''
If you choose "Above," you can specify the placement of enemies and the party members on the preview screen.
Red numbers are enemies and blue numbers are main casts. Drag to specify placement.
For cameras other than "Above," the angle for each situation specified in the "Battle" section of the "Camera Tool" section will be applied.

---''Play''
You can preview the image when anything other than "Above" is selected in the camera.

//COLOR(#FF0000):画像入る(バトルテスト再生)
#ref(Cast PlacementPlay.png)

-''Enemy Casts Generated in Distribution'
Specify the enemies that will be generated within this area.
#ref(Enemy casts Generated.png)

--''Add Button''
Add a new enemy.

--''Delete Button''
Delete the selected enemy.

--''Monster Name''
Name of the enemy.

--''Frequency''
Specify the percentage at which this enemy will appear.
If there are two types of enemies, A and B, and if A is specified as 10 and B as 30, the percentage of A appearing is 10/(10+30)=25%.

--''Min''
Specify the minimum level of enemies that will appear.

--''Max Level''
Specify the maximum level of enemies that will appear.


**Editor Settings [#med57b1a]
Adjustments to the camera for map editing operations.

//COLOR(#FF0000):画像入る
#ref(Editor Settings.png)
-''Adjustments Related to the Camera in Map Editing''

--''Viewpoint''
Specify the viewpoint position in each of the X, Y, and Z axes.
Left-click on the icon to increase the value, right-click to decrease it.
You can also enter a value directly.

--''Rotation''
Specify the camera rotation in the X, Y, and Z axes respectively.
Left-click on the icon to increase the value, right-click to decrease it.
You can also enter a value directly.

--''Angle of View''
Specify the camera zoom in and out.
Left-click on the icon to increase the value, right-click to decrease it.
You can also enter a value directly.


-''Manipulator Operation Space Target Switching''

--''World Coordinates''
Specify world coordinates. When in world coordinates, +Y is always on up no matter how the model is rotated.

--''Local Coordinates''
Specify local coordinates.


-''Manipulator Center Handling Switching''

--''Object Center''
The manipulator is displayed at the center of objects.

--''Multiple Selection Center''
When multiple objects are selected, manipulators are displayed at their centers.

-''Manipulator Size''

--''Smaller''
Each click reduces the size of the manipulator.

--''Larger''
Each click increases the size of the manipulator.

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